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Message-ID: <CAHpNFcOJJPTSnhKCyAk-B8hSvoe4hPoC2rz0cTDqNXMKPh1L0g@mail.gmail.com>
Date:   Fri, 1 Apr 2022 07:34:28 +0100
From:   Duke Abbaddon <duke.abbaddon@...il.com>
To:     torvalds@...ux-foundation.org
Subject: VecSR - Vector Standard Render VESA Standards : Vector Graphics,
 Boxes, Ellipses, Curves & Fonts : Consolas & other brilliant fonts

VecSR - Vector Standard Render

VESA Standards : Vector Graphics, Boxes, Ellipses, Curves & Fonts :
Consolas & other brilliant fonts : (c)RS

SiMD Render - Vector Graphics, Boxes, Ellipses, Curves & Fonts

OT-SVG Fonts & TT-SVG Obviously Rendered in Direct X 9+ & OpenGL 3+
Mode & Desktop Rendering modes

Improve Console & TV & BIOS & General Animated Render

Vector Display Standards with low relative CPU Weight
SiMD Polygon Font Method Render

Default option point scaling (the space) : Metadata Vector Fonts with
Curl mathematical vector :

16 Bit : SiMD 1 width
32 Bit : SiMD Double Width

High precision for AVX 32Bit to 256Bit width precision.

Vectoring with SiMD allows traditional CPU mastered VESA Emulation
desktops & safe mode to be super fast & displays to conform to VESA
render standards with little effort & a 1MB Table ROM.

https://science.n-helix.com/2016/04/3d-desktop-virtualization.html

https://science.n-helix.com/2019/06/vulkan-stack.html

https://science.n-helix.com/2019/06/kernel.html

https://science.n-helix.com/2022/03/fsr-focal-length.html

https://science.n-helix.com/2018/01/integer-floats-with-remainder-theory.html

https://bit.ly/VESA_BT

*

*Application of SiMD Polygon Font Method Render
*3D Render method with Console input DEMO : RS

3D Display access to correct display of fonts at angles in games &
apps without Utilizing 3rd Axis maths on a simple Shape polygon Vector
font or shape. (c)Rupert S

3rd dimensional access with vector fonts by a simple method:

Render text to virtual screen layer AKA a fully rendered monochrome, 2
colour or multi colour..

Bitmap/Texture,

Due to latency we have 3 frames ahead to render to bitmap DPT 3 / Dot 5

Can be higher resolution & we can sub sample with closer view priority...

We then rotate the texture on our output polygon & factor size differential.

The maths is simple enough to implement in games on an SSE configured
Celeron D (depending on resolution and Bilinear filter & resize

Why ? Because rotating a polygon is harder than subtracting or adding
width, Hight & direction to fully complex polygon Fonts & Polygon
lines or curves...

The maths is simple enough to implement in games on an SSE configured
Celeron D (depending on resolution and Bilinear filter & resize.

https://science.n-helix.com/2022/04/vecsr.html

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